waverider said:
I've just started working on a Quarry-like map, and though I don't see any other Quarry map listed, I thought it was best to ask if anybody else was already working on one? If there is, maybe I could make a Quarry/Heck-like map instead?

KiiiYiiiKiiiA said:
If I understand correctly, the plan currently is to release the maps when everything is SP ready, and then later release an update with full multiplayer support.

waverider said:
By the way, are we having co-op and DM support in as well?

The plan right now is to ask mappers to try and implement mutliplayer compatibility, but in the end before the project gets uploaded to /idgames we'll (myself and whoever else volunteers to help) make all the maps compatible with coop and deathmatch.

Whoo said:
The plan right now is to ask mappers to try and implement mutliplayer compatibility, but in the end before the project gets uploaded to /idgames we'll (myself and whoever else volunteers to help) make all the maps compatible with coop and deathmatch.

I'll add co-op support to my map. If it's alright, I'll better skip the adding of DM though, because I really suck at that.

Starting work proper on MAP25 tonight. I have a layout sketched and a theme decided upon. It's going to be called Spider Colony and will vary between underground tech-mine/hell rock caverns and larger quarry-type areas.

Will someone please PM me the texture resource or tell me where to find it?

This is still pretty early stages to be honest but thought I might as well provide some proof that I am doing something.
@Purist, I used the textures taken from the demo wad, that seems to have worked fine for me.

cannonball said:
I might as well update where I am with my map25 attempt, it's an mix of overground hellified techbase with some mining/quarry areas leading to a marble temple on one side a hellish caverns on the other. It will be called Cataclysmic Excavation.

[images]

This is still pretty early stages to be honest but thought I might as well provide some proof that I am doing something.
@Purist, I used the textures taken from the demo wad, that seems to have worked fine for me.

Interesting start you have there. And good thinking on taking the textures from the demo. I wouldn't have thought of that. Though as you will have noticed, there are quite a few differences in the texture pack now. And more to come, as you will see.

purist said:

Proof of work:

[image]

This is a start on what will be the penultimate area. More details will follow once all the essentials are in. [/B]

Looks good: dark and threatening. Can't tell much from the size of the pic tho. :(

Ok. Texture pack changes.

There are two changes that may affect previously completed maps:

has become: (Texture and patch DOWINDOW)

So in the unlikely event that you used the original stained glass window thing, well now it will look borked. But I figured probably no one will have used the original, as it looks like poo and is not a convienent size anyway (64x68). If you have used it and really really want it back in, post here or PM me.

And:

All the old TNT crates have been replaced. These are still placeholders, though they are still close enough to the final result that they will give a good idea for mappers.

A couple of pics (not choco-doom, I know). Some texture changes are to be done though. DeathevokatioN will help out a little with finishing the map up.
Unless I change my mind, the map will be called "Subterraneal Magnitude"

Since the work with my map for slot 22 isn't going as planned, I think it's better that I give up my slot. I'd be happy to send over my work to anyone who makes a Quarry-inspired map. I wouldn't take credit for the work I have made of course. Sorry for taking up a slot that I couldn't fill up.

@darkreaver. I see some new areas since I looked at the original layout. Great stuff. And Deathevocation welcome aboard dude. I have noticed you have a good eye for all things vanilla.

@purist. I like that shot. Very tnt-esque. Possibly you could change those blue lights for green ones. I'm just thinking it might match better with the green pillars. Just a thought. :)

Avoozl said:
Stained glass window? I thought it was military webbing. :P

The fact that we can't tell whether the original texture is a stained glass window or military webbing makes me feel I made the right decision in replacing it. :O

waverider said:
Since the work with my map for slot 22 isn't going as planned, I think it's better that I give up my slot. I'd be happy to send over my work to anyone who makes a Quarry-inspired map. I wouldn't take credit for the work I have made of course. Sorry for taking up a slot that I couldn't fill up.

All good waverider. Thank you for your work. :)

Whoo in that case, could I potentially book the slot? The reason is there are actually 2 centrafuse maps that I did with xenonemisis, but only one of them is currently listed in the mapslots roster. I was leaving it as a spare map, but I might as well stick it in at this point. Both of those maps are completed.

waverider said:
Since the work with my map for slot 22 isn't going as planned, I think it's better that I give up my slot. I'd be happy to send over my work to anyone who makes a Quarry-inspired map. I wouldn't take credit for the work I have made of course. Sorry for taking up a slot that I couldn't fill up.

I've started to venture into the colony's caves... but it's a little dark in there for screenshots at the moment so here's a stairwell:

The pic is taken in ZDoom but it has been VPO proofed in Chocorenderlimits first. For some reason I've not been able to play this in PRBoom+. I get an Check IWAD error even though TNT.WAD is in the same folder as the .exe - any ideas anyone? I could do with it being sorted before I get much further as PRBoom+ is my playtesting port of choice.

In truth I myself always thought it was a dead vine thing. I have redone it, but not replaced it entirely. It is too iconic to the whole tnt thing.

I get that the new barbed wire is very different from the old in style, but geeeeze is the old texture bad. It's, like, really, really, really bad. It's Xaser-will-probably-report-its-use-in-a-map-as-a-bug bad. :P

A faithful-in-structure version is really in order if it's going to be available for mappers to use. Even a simple edit to remove the awful green pixels would be better. Sure, it's an iconic TNT-ism, but not the sort one ought to emulate. :P

Xaser said:
I get that the new barbed wire is very different from the old in style, but geeeeze is the old texture bad. It's, like, really, really, really bad. It's Xaser-will-probably-report-its-use-in-a-map-as-a-bug bad. :P

A faithful-in-structure version is really in order if it's going to be available for mappers to use. Even a simple edit to remove the awful green pixels would be better. Sure, it's an iconic TNT-ism, but not the sort one ought to emulate. :P

I did a fair amount of touching up on them, but looking at them, I probably need to revisit them. I think my texture skills have improved massively since I last worked on them.

waverider said:
Since the work with my map for slot 22 isn't going as planned, I think it's better that I give up my slot. I'd be happy to send over my work to anyone who makes a Quarry-inspired map. I wouldn't take credit for the work I have made of course. Sorry for taking up a slot that I couldn't fill up.

Looking good (minus the contrast-rich crates,) especially the replacement for that awful texture.

KiiiYiiiKiiiA said:
Whoo in that case, could I potentially book the slot? The reason is there are actually 2 centrafuse maps that I did with xenonemisis, but only one of them is currently listed in the mapslots roster. I was leaving it as a spare map, but I might as well stick it in at this point. Both of those maps are completed.

Pottus said:
I'd really like to give it a shot ;)

Pottus can start working on a map, but if he doesn't finish it in time we can use the xenonemisis collab-map.

I've hit a problem with my map. I can't test my map in Chocorenderlimits or Chocolate Doom as it crashes with a "R_TextureNumForName: XX not found" error. Where XX is there are two squares, which is preventing me find/replacing in Doombuilder. The textures I'm using are as follows: